Page 218 - Curse of Strahd_Neat
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ROSE  AND THORN                                    DUNGEON  FEATURES
   If either the dollhouse or the chest is disturbed, the   The dungeon level underneath Death House is carved
   ghosts of Rose and Thorn appear in the middle of the   out of earth, clay, and rock. The tunnels are 4 feet wide by
   room. Use the ghost statistics in the Monster Manual,   7 feet high with timber braces at 5-foot intervals. Rooms
   with the following modifications:                  are 8 feet tall and supported by thick wooden posts with
                                                      crossbeams. The only exception is area 38, which has a
   ,  The ghosts are Small and lawful good.           16-foot-high ceiling supported by stone pillars. Characters
    They have 35 (10d6) hit points each.              without darkvision must provide their own light sources,
    They lack the Horrifying Visage action.           as the dungeon is unlit.
    They speak Common and have a challenge rating of    As the characters explore the dungeon, they see cen­
    3 (700 XP).                                       turies-old human footprints in the earthen floor leading
                                                      every which way.
    The children don't like it when the characters disturb
   their toys, but they fight only in self-defense. Unlike the   The characters find the replica secret door in the attic
   illusions outside the house, these children know that   of the doll house (area 20).
   they're dead. If asked how they died, Rose and Thorn
   explain that their parents locked them in the attic to   Once the house wills the secret door into existence,
   protect them from "the monster in the basement," and   characters find it automatically if they search the wall
   that they died from hunger. If asked how one gets to   (no ability check required). Characters who descend the
   the basement, Rose points to the doll house and says,   spiral staircase end up in area 22.
   "There's a secret door in the attic." Characters who then
   search the dollhouse for secret doors gain advantage on   22. DUNGEON LEVEL ACCESS
   their Wisdom (Perception) checks to find them.   The wooden spiral staircase from the attic ends here.
    The children fear abandonment. If one or more char­  A narrow tunnel stretches southward before branching
   acters try to leave, the ghost-children attempt to possess   east and west.
   them. If one of the ghosts possesses a character, allow
   the player to retain control of the character, but assign   GHOSTLY CH ANTING
   the character one of the following flaws:         From the moment they arrive in the dungeon, the
                                                    characters can hear an eerie, incessant chant echoing
    A character possessed by Rose gains the following   throughout. It's impossible to gauge where the sound is
    flaw: "I like being in charge and get angry when other   coming from until the characters reach area 26 or 29.
    people tell me what to do."                     They can't discern its words until they reach area 35.
    A character possessed by Thorn gains the following
    flaw: "I'm scared of everything, including my own   23. FAMILY  CRYPTS
    shadow, and weep with despair when things don't
    go my way."                                     Several crypts have been hewn from the earth. Each
                                                     crypt is sealed with a stone slab unless noted otherwise.
    A character possessed by the ghost of Rose or Thorn   Removing a slab from its fitting requires a successful
   won't willingly leave Death House or the dungeon be­  DC  15 Strength (Athletics) check; using a crowbar or
   low it. Both ghosts can be intimidated into leaving their   the like grants advantage on the check.
   hosts with a successful DC 11 Charisma  I ntimidation)
                                   (
   check made as an action.                          23A.  EMPTY CRYPT
    A ghost reduced to O hit points can reform at dawn   The blank stone slab meant to seal this crypt leans
   the next day. The only way to put the children's spirits to   against a nearby wall. The crypt is empty.
   rest is to put their skeletal remains in their tombs (areas
   23E and 23F). The children don't know this, however.   23B.  WALTER'S CRYPT
                                                    The stone slab meant to seal this crypt leans against
   DEVELOPMENT                                      a nearby wall. Etched into it is the name Walter Durst.
   If the party lays the children's spirits to rest, each   The crypt is empty.
   character gains inspiration (see "Inspiration" in chap­
   ter 4, "Personality and Background," of the Player's   23C.  GUSTAV'S CRYPT
   Handbook).                                       The stone slab is etched with the name Gustav Durst.
                                                    The chamber beyond contains an empty coffin atop a
   21. SECRET STAIRS                                stone bier.
   A narrow spiral staircase made of creaky wood is con­
   tained within a 5-foot-wide shaft of mortared stone that   23D.  ELISABETH'S CRYPT
   starts in the attic and descends 50 feet to the dungeon   The stone slab is etched with the name Elisabeth Durst.
   level, passing through the lower levels of the house as   The crypt contains a stone bier with an empty coffin
   it makes its descent. Thick cobwebs fill the shaft and   atop it. A swarm of insects (centipedes) boils out of the
   reduce visibility in the staircase to 5 feet.     back wall and attacks if the coffin is disturbed.
    The secret door and shaft don't exist until the house   23E.  ROSE'S CRYPT
   reveals them, which can happen in one of two ways:   The stone slab is etched with the name Rosavalda
    The characters !i,nd Strahd's letter in the secret room   Durst. The chamber beyond contains an empty coffin on
    behind the library (area 9).                     a stone bier.
 --                                                                         APPENDIX  B  I  DEATH HOUSE
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